package ar.com.angrymachine.hunter;

import ar.com.angrymachine.hunter.gameplay.Monster;

public class GameSettings
{
    // the amount of game time spent on each iteration
    public static final int TIMER_RATE = 50; // ms
    
    // the variation of the hit damage in % (eg 20%)
    public static final int HIT_DAMAGE_VARIATION = 20;
    
    // get the level of a monster based on its characteristics
    public static final int getMonsterLevel(Monster monster)
    {
        // level is based on the characteristics of the monster
        double level =  monster.getMaxHealth() / 100 + // a level for each 100 hp
                        monster.getAttackPower() + // a level for each attackPower
                        monster.attackRate / -1000; // subtract a level for each second it takes for the monster to hit
        return (int)level;
    }
    
    public static final int DEFAULT_QUEST_TIME = 1000;
	public static final int COLOSSUS_GRASP_TIME = 2000;
	public static final int COLOSSUS_SHAKE_TIME = 6000;
	public static final int COLOSSUS_HAND_ATTACK_TIME = 4500;
	public static final int COLOSSUS_LEG_CLIMB_TIME = 2000;
	public static final int COLOSSUS_WAIST_CLIMB_TIME = 3000;
	public static final int COLOSSUS_BACK_CLIMB_TIME = 3000;

	public static final int COLOSSUS_NECK_CLIMB_TIME = 3000;
}
